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Blender Git Statistics -> Developers -> pmoursnv

Patrick Mours (pmoursnv)

Total Commits : 63
Master Commits : 61
Branch Commits : 2
First Commit : August 26, 2019
Latest Commit : May 27, 2020

Commits by Month

DateNumber of Commits
May, 20202
April, 20202
March, 20202
February, 202015
January, 20209
December, 20191
November, 20198
October, 20195
September, 20195
August, 201914

Commit Distribution

PathNumber of Commits
master61
vr_scene_inspection2

Favourite Files

FilenameTotal Edits
device_optix.cpp23
session.cpp7
kernel_path.h5
device_cuda_impl.cpp5
svm_bevel.h5
device_cuda.cpp5
device_multi.cpp5
device_memory.h4
properties.py4
device_cuda.h4

File Changes

ActionTotalPer Commit
Added100.2
Modified2483.9
Deleted20.0

Code Changes

ActionTotalPer Commit
Lines Added3 32664.0
Lines Removed2 04839.4

Latest commits Feed

Revision 49c2958 by Patrick Mours (master)
May 27, 2020, 13:31 (GMT)
Merge branch 'blender-v2.83-release'
Revision 28d9368 by Patrick Mours (master)
May 27, 2020, 13:17 (GMT)
Fix T76947: Optix realtime denoiser progressively reduces brightness of very bright objects

The input data to the OptiX denoiser was clamped to 0..10000 as required, but it could easily
exceed that range with a high number of samples (since the data contains the overall sum). To
fix that, divide by the number of samples first and multiply it back in after the denoiser ran.
Revision f4b020e by Patrick Mours (master)
April 30, 2020, 15:57 (GMT)
Merge branch 'blender-v2.83-release'
Revision f5237f7 by Patrick Mours (master)
April 30, 2020, 15:57 (GMT)
Fix long OptiX BVH build times in Cycles with many objects

Looping over all primitives for every object is really slow, so this patch avoids that by moving
the necessary assignments inline with the primitive merging done for every geometry.
Revision bd2b1a6 by Patrick Mours (master)
March 26, 2020, 12:00 (GMT)
Fix T74939: Random Walk subsurface appearance in OptiX does not match other engines

Random Walk subsurface scattering did look different with OptiX because transmittance is
calculated based on the hit distance, but the OptiX implementation of `scene_intersect_local`
would return the distance in world space, while the Cycles BVH version returns it in object
space. This fixes the problem by simply skipping the object->world transforms in all the
places using the result of `scene_intersect_local` with OptiX.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D7232
Revision 88db9a1 by Patrick Mours (master)
March 5, 2020, 15:28 (GMT)
Fix T74393: Cycles crashes when both OSL and Optix Denoising are enabled

Enabling viewport denoising causes Cycles to use a multi-device, which always returned NULL when
asked for OSL memory and would subsequently crash. This fixes that by returning the correct OSL
memory pointer from the CPU device in the special viewport denoising multi-device.
Revision af54bbd by Patrick Mours (master)
February 28, 2020, 15:12 (GMT)
Cycles: Rework tile scheduling for denoising

This fixes denoising being delayed until after all rendering has finished. Instead, tile-based
denoising is now part of the "RENDER" task again, so that it is all in one task and does not
cause issues with dedicated task pools where tasks are serialized.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D6940
Revision 0cea935 by Patrick Mours (master)
February 28, 2020, 14:58 (GMT)
Fix CUDA out of memory error with OptiX viewport denoising on small GPUs

This makes the memory allocation for the denoiser state use the memory allocator in Cycles, which
will evict textures to host memory when there is not enough space on the device. This means the
allocation for the denoiser state won't just fail if there is no more space and instead more space is
made for it to work. Also simplifies code somewhat.
Revision a930431 by Patrick Mours (master)
February 25, 2020, 16:13 (GMT)
Cleanup: Remove superfluous "cuda_device_ptr" function
Revision 0c09700 by Patrick Mours (master)
February 25, 2020, 14:27 (GMT)
Cycles: Add option to change which sample to start viewport denoising at

This patch adds a new user-configurable option to change at which sample viewport
denoising should kick in. Setting it to zero retains previous behavior (start immediately), while
other values will defer denoising until the particular sample has been reached. Default is now
at one, to avoid the weirdness that is AI denoising at small resolutions.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D6906

MiikaHweb - Blender Git Statistics v1.06
Tehnyt: Miika HämäläinenViimeksi p?ivitetty: 07.11.2014 14:18 MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2020